I have magnetized the riders' wrists to have both options, but I normally use the bolas.
The 5" range hurts a bit, but it allows to at least partially strike targets that would not be in melee range.
And with a a little bit of dice luck you can have lots of wound rolls to cause some wounds.

Starstrike Jav gives you 2 attacks 4+/3+ with a 10" range
on average you will hit 3/6 hits and probably 2/3 wounds
Sunleech Bola gives you 1 attack 4+/4+ with a 5" range however hits cause d6 wounds.
on average you will hit 1.5/3 attacks and land about 3.5 wounds. Which about 2 will actually wound

Mind you this is very rough math-hammer right now so I could have calc'd wrong in my head, but they come out to dealing about the same damage so its a matter of do you want to stay farther away or hope to get the extra wound output. IMO either way you are in charge range so I'd go with the Bola's especially if you are using shadowstrike batallion and are re-rolling ones.

*edit* also didn't take into consideration the alpha which hits on 3+ instead of 4+

'The bolas have slightly higher throughput
javalins force about 2/3th saves per model
Bolas force about 0.875 saves per model on average
For the alpha javalins force 8/9th saves and the bolas force 1.16 saves

Bolas also have higher potential as well, but they are also more likely to fizzle and do (close to) nothing.

Javalins have better range.

The bolas are nice if you're planning on having your terradon pretty much Always in melee combat anyways. The javalins are nice if you're using it more as a skirmishing force to chase of kite something.

Also, bolas are probably going to require a larger unit to feel particularly meaningfull thanks to how unreliable they are whereas javalins are going to be of use even at minimum unit size.

I've always viewed terradons the way I do rippers. I imagine moving to drop rocks, then firing books from 3"away and then charging the remaining models to be cleaned up in melee.

They fight pretty darn well with the swooping dive and when part of the shadowstrike benefit well from the priest ability.

10" on a ranged weapon is not reliable to me to use as a support unit / skirmisher because 90" of models in the game can get to within 5" and make an easy charge. Relying on a double turn is putting all your eggs in the end basket and is risky.

I've always viewed terradons the way I do rippers. I imagine moving to drop rocks, then firing books from 3"away and then charging the remaining models to be cleaned up in melee.

They fight pretty darn well with the swooping dive and when part of the shadowstrike benefit well from the priest ability.

10" on a ranged weapon is not reliable to me to use as a support unit / skirmisher because 90" of models in the game can get to within 5" and make an easy charge. Relying on a double turn is putting all your eggs in the end basket and is risky.

Imo they are just too expensive to use strictly for the javelins.

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The main advantage javelins have is that it increases their threat range. Even if they get intercepted they still threaten a 10" bubble, which means squishy targets like wizards, are forced further back. Which is quite usefull at times.

This greater range also generally helps with skirmishing/harrasement/support due to the larger range. Which helps when you want to use your terradons to contest an objective or get to some priority target but want to attack on the way.Similarly if they get intercepted they might still be able to hit the actual target for some supportive fire.

However, if all you care about is essentially them annihiliating their melee targets bolas are probably better as they provide the highest potential damage.

The main advantage javelins have is that it increases their threat range. Even if they get intercepted they still threaten a 10" bubble, which means squishy targets like wizards, are forced further back. Which is quite usefull at times.

This greater range also generally helps with skirmishing/harrasement/support due to the larger range. Which helps when you want to use your terradons to contest an objective or get to some priority target but want to attack on the way.Similarly if they get intercepted they might still be able to hit the actual target for some supportive fire.

However, if all you care about is essentially them annihiliating their melee targets bolas are probably better as they provide the highest potential damage.

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Guess I better magnetize my unit as you brought up a good case. Also any word on ideal unit size.

I'd say making them bigger than 6 probably makes the unit too unwieldy. Javelins don't really have much of a preference between 3 & 6. Bolas I would be biased towards six to get more dicerolls in for a smoother average, especially in a shadowstrike host since it reduces the chances of having all your bolas miss on that crucial first dive.

Yo yo yo.
I have been playing these terradons with bolas got about ten games in with them....
They are too good!!!
My bolas are hitting a lot and causing about 5 wounds per shooting phase. And the bolder drop about 2 mortal wound. Beaks have been great too. Really feel they are better than rippers as they can target up to 3 units with all of their attacks.

I have magnetized the riders' wrists to have both options, but I normally use the bolas.
The 5" range hurts a bit, but it allows to at least partially strike targets that would not be in melee range.
And with a a little bit of dice luck you can have lots of wound rolls to cause some wounds.

Click to expand...

Hey do you have a link where I can buy the magnets you use to magnetize their arms to make them interchangeable? I would love to get more info on that! Thanks ahead of time!

This might be an old post. But couldnt find any newer ones. I was wondering what the general opinion would be about the weapon loadout, now with the new summoning in mind.

Im planning to summone mine. So with the 9” range I would go for Javelins, so you can shoot. Although, the reason I would summon them is too fly-over, drop builders and charge a unit. The ranges is just chip damage. And to shoot, you put them in charge range of the enemy.

Thinking of it, with the above in mind, I think making the leader a Master of the Skies. To give it some extra combat profile. Which can benedit from the swoop down ability. Doing an average extra wound. That, combined with the bolas and boulders would do an avarage of 16,4 wound rols. Or 8,2 wounds versus a 4+ save. Could be nice to kill a hero, or 4/5 of a liberator squad who than couldnt punch back.